Eivor left the fish for them on a nearby barrel.
- Nel: Walter, we got the fish! Thank you, stranger!
imported>RShepard227 |
imported>RShepard227 Was able to use a perch from the pond to complete the memory but not a flatfish. Updated the information |
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==Behind the scenes== | ==Behind the scenes== | ||
Unlike parts of the main story that allow "fishing" with arrows, this memory cannot be completed without unlocking the fishing line, which is done by [[A New Home|renovating]] the Fishing Hut at [[Ravensthorpe]]. | Unlike parts of the main story that allow "fishing" with arrows, this memory cannot be completed without unlocking the fishing line, which is done by [[A New Home|renovating]] the Fishing Hut at [[Ravensthorpe]]. The game specifically checks for fish pulled in via this method before advancing the girl's dialogue and triggering Walter's appearance. This makes "Fishing Lesson" one of only two world events in the game that require specific Ravensthorpe renovations before they can be be completed, the other being [[War of the Collectors]]. | ||
While the player may catch any of perch, bullheads, or brown trout from the pond—common fare for small bodies of fresh water within | While the player may catch any of perch, bullheads, or brown trout from the pond—common fare for small bodies of fresh water within [[Mercia]]—the game appears to prioritize giving Nel a single bullhead, starting with the largest available size in the inventory. It is possible to reel in two fish to trigger Walter to appear, sell all fish in the inventory at the nearby merchant in Oxeneforda, then return to talk to Nel afterwards. In this case, clicking on the basket will only display "Give Fish" and will hand over nothing, leaving the memory active. Fish varieties from other regions—e.g. flatfish and salmon—are not eligible to fulfill the objective, thus if the inventory is cleared of eligible fish in this way, another must be obtained from the pond to give away—however this fish can be obtained with arrows. After talking to Nel again, fast traveling away keeps the memory active but places Eivor outside the boundary she must cross for the "no fish given" outcome. It will trigger and conclude the memory as soon as Eivor steps back within range of Nel, thus at that point it becomes no longer possible to leave the area and trigger the "fish given" outcome. | ||
==References== | ==References== | ||
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Fishing Lesson was a virtual representation of one of Eivor Varinsdottir's genetic memories, relived by Layla Hassan through the Portable Animus HR-8.5.
Eivor encountered a small girl at a pier searching for her brother.
Eivor found a girl yelling at a pond.
On a nearby crate, Eivor found a note.
Fishing Poem
She approached the girl.
The girl walked off the dock, giving Eivor room to fish.
Eivor pulled out her fishing line and cast it into the pond.
A fish took the bait and Eivor pulled it ashore.
Eivor cast her line back into the pond.
Once Eivor reeled in another fish, the "bewitched" brother emerged from the bushes nearby.
Eivor approached the children.
Eivor left the fish for them on a nearby barrel.
Eivor walked away without another word.
Eivor fished up two fish at the behest of the brother and sister.
Unlike parts of the main story that allow "fishing" with arrows, this memory cannot be completed without unlocking the fishing line, which is done by renovating the Fishing Hut at Ravensthorpe. The game specifically checks for fish pulled in via this method before advancing the girl's dialogue and triggering Walter's appearance. This makes "Fishing Lesson" one of only two world events in the game that require specific Ravensthorpe renovations before they can be be completed, the other being War of the Collectors.
While the player may catch any of perch, bullheads, or brown trout from the pond—common fare for small bodies of fresh water within Mercia—the game appears to prioritize giving Nel a single bullhead, starting with the largest available size in the inventory. It is possible to reel in two fish to trigger Walter to appear, sell all fish in the inventory at the nearby merchant in Oxeneforda, then return to talk to Nel afterwards. In this case, clicking on the basket will only display "Give Fish" and will hand over nothing, leaving the memory active. Fish varieties from other regions—e.g. flatfish and salmon—are not eligible to fulfill the objective, thus if the inventory is cleared of eligible fish in this way, another must be obtained from the pond to give away—however this fish can be obtained with arrows. After talking to Nel again, fast traveling away keeps the memory active but places Eivor outside the boundary she must cross for the "no fish given" outcome. It will trigger and conclude the memory as soon as Eivor steps back within range of Nel, thus at that point it becomes no longer possible to leave the area and trigger the "fish given" outcome.